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		<title>three.js - webgl normal map</title>
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		<pre id="log"></pre>
		
		<div id="info">
			<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl (<span id="description">normal + ao + displacement</span>) map demo. 
			ninja head from <a href="http://developer.amd.com/archive/gpu/MeshMapper/pages/default.aspx" target="_blank">AMD GPU MeshMapper</a>
			
			<div id="vt">displacement mapping needs vertex textures (GPU with Shader Model 3.0)<br/>
			on Windows use <span class="code">Chrome --use-gl=desktop</span> or Firefox 4<br/>
			please star this <a href="http://code.google.com/p/chromium/issues/detail?id=52497">Chrome issue</a> to get ANGLE support
			</div>
		</div>
		
		<center>
		<div id="oldie">
			Sorry, your browser doesn't support <a href="http://khronos.org/webgl/wiki/Getting_a_WebGL_Implementation">WebGL</a> 
			and <a href="http://www.whatwg.org/specs/web-workers/current-work/">Web Workers</a>.<br/>
			<br/>
			Please try in 
			<a href="http://www.chromium.org/getting-involved/dev-channel">Chrome 9+</a> / 
			<a href="http://www.mozilla.com/en-US/firefox/all-beta.html">Firefox 4+</a> / 
			<a href="http://nightly.webkit.org/">Safari OSX 10.6+</a>
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		<script type="text/javascript" src="../build/ThreeExtras.js"></script> 
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			if ( !is_browser_compatible() ) {
			
				document.getElementById( "oldie" ).style.display = "block";
				
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			var statsEnabled = true;

			var container, stats, loader;

			var camera, scene, webglRenderer;

			var mesh, zmesh, lightMesh, geometry;
			var mesh1, mesh2;
	
			var directionalLight, pointLight, ambientLight;

			var mouseX = 0;
			var mouseY = 0;

			var windowHalfX = window.innerWidth / 2;
			var windowHalfY = window.innerHeight / 2;

			var r = 0.0;

			document.addEventListener( 'mousemove', onDocumentMouseMove, false );

			init();
			setInterval( loop, 1000 / 60 );

			function init() {

				container = document.createElement('div');
				document.body.appendChild(container);

				camera = new THREE.Camera( 60, window.innerWidth / window.innerHeight, 1, 100000 );
				camera.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
				camera.position.z = 6200;

				scene = new THREE.Scene();

				// LIGHTS

				ambientLight = new THREE.AmbientLight( 0x111111 );
				scene.addLight( ambientLight );

				pointLight = new THREE.PointLight( 0xffff55 );
				pointLight.position.z = 10000;
				scene.addLight( pointLight );

				directionalLight = new THREE.DirectionalLight( 0xaaaa88 );
				directionalLight.position.x = 1;
				directionalLight.position.y = 1;
				directionalLight.position.z = 0.5;
				directionalLight.position.normalize();
				scene.addLight( directionalLight );

				// light representation
				
				var sphere = new Sphere( 100, 16, 8 );
				lightMesh = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color:0xffaa00 } ) );
				lightMesh.position = pointLight.position;
				lightMesh.scale.x = lightMesh.scale.y = lightMesh.scale.z = 0.05;
				scene.addObject(lightMesh);

				// common material parameters
				
				var ambient = 0x050505, diffuse = 0x555555, specular = 0xaa6600, shininess = 10, scale = 23;

				// normal map shader
				
				var shader = ShaderUtils.lib[ "normal" ];
				var uniforms = Uniforms.clone( shader.uniforms );

				uniforms[ "enableAO" ].value = true;
				uniforms[ "enableDiffuse" ].value = false;
				
				uniforms[ "tNormal" ].texture = ImageUtils.loadTexture( "textures/normal/ninja/normal.jpg" );
				uniforms[ "tAO" ].texture = ImageUtils.loadTexture( "textures/normal/ninja/ao.jpg" );
				
				uniforms[ "tDisplacement" ].texture = ImageUtils.loadTexture( "textures/normal/ninja/displacement.jpg" );
				uniforms[ "uDisplacementBias" ].value = -0.428408 * scale;
				uniforms[ "uDisplacementScale" ].value = 2.436143 * scale;
				
				uniforms[ "uPointLightPos" ].value = pointLight.position;
				uniforms[ "uPointLightColor" ].value = pointLight.color;

				uniforms[ "uDirLightPos" ].value = directionalLight.position;
				uniforms[ "uDirLightColor" ].value = directionalLight.color;
				
				uniforms[ "uAmbientLightColor" ].value = ambientLight.color;
				
				uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
				uniforms[ "uSpecularColor" ].value.setHex( specular );
				uniforms[ "uAmbientColor" ].value.setHex( ambient );
				
				uniforms[ "uShininess" ].value = shininess;

				var parameters = { fragment_shader: shader.fragment_shader, vertex_shader: shader.vertex_shader, uniforms: uniforms };
				var material1 = new THREE.MeshShaderMaterial( parameters );

				var material2 = new THREE.MeshPhongMaterial( { color: diffuse, specular: specular, ambient: ambient, shininess: shininess } );

				loader = new THREE.Loader( true );
				document.body.appendChild( loader.statusDomElement );
				
				loader.loadBinary( "obj/ninja/NinjaLo_bin.js", function( geometry ) { createScene( geometry, scale, material1, material2 ) }, "obj/ninja" );

				webglRenderer = new THREE.WebGLRenderer();
				webglRenderer.setSize( window.innerWidth, window.innerHeight );
				container.appendChild( webglRenderer.domElement );

				var description = "normal + ao" + ( webglRenderer.supportsVertexTextures() ? " + displacement" : " + <strike>displacement</strike>" );
				document.getElementById( "description" ).innerHTML = description;
				document.getElementById( "vt" ).style.display = webglRenderer.supportsVertexTextures() ? "none" : "block";
				
				if ( statsEnabled ) {

					stats = new Stats();
					stats.domElement.style.position = 'absolute';
					stats.domElement.style.top = '0px';
					stats.domElement.style.zIndex = 100;
					container.appendChild( stats.domElement );

				}

			}

			function createScene( geometry, scale, material1, material2 ) {
				
				geometry.computeTangents();
				
				mesh1 = SceneUtils.addMesh( scene, geometry, scale, -scale * 12, 0, 0, 0,0,0, material1 );
				mesh2 = SceneUtils.addMesh( scene, geometry, scale,  scale * 12, 0, 0, 0,0,0, material2 );
				
				loader.statusDomElement.style.display = "none";
				
			}
			
			function onDocumentMouseMove(event) {

				mouseX = ( event.clientX - windowHalfX ) * 10;
				mouseY = ( event.clientY - windowHalfY ) * 10;

			}
			
			function loop() {

				var ry = mouseX * 0.0003, rx = mouseY * 0.0003;
				
				if( mesh1 ) {
				
					mesh1.rotation.y = ry;
					mesh1.rotation.x = rx;
					
				}
				
				if( mesh2 ) {
					
					mesh2.rotation.y = ry;
					mesh2.rotation.x = rx;
					
				}
				
				lightMesh.position.x = 2500 * Math.cos( r );
				lightMesh.position.z = 2500 * Math.sin( r );

				r += 0.01;

				webglRenderer.render( scene, camera );

				if ( statsEnabled ) stats.update();

			}

			function log( text ) {

				var e = document.getElementById("log");
				e.innerHTML = text + "<br/>" + e.innerHTML;

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